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Author Topic: Nova Cannon limitations  (Read 80646 times)

Offline flybywire-E2C

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Re: Nova Cannon limitations
« Reply #60 on: November 10, 2010, 12:49:18 PM »
@ Nate

While it would be no fun for the poor newbie getting pasted by an all NC fleet, I could paste any newbie with any fleet, fluffy or otherwise. They're newbies. Getting pasted is part of the learning curve. Hell, I cut my teeth against all NC IN fleets and all AC IN fleets. Both back when their rules were broken.

I myself don't find all NC fleets to be overpowered, but if it's considered a "competitive" list, in the sense that it's munchkinish or min/maxing, etc, and this is bad against poor old newbies then are other "competitive" lists going to be similarly nerfed? The all Nightshade Eldar list (with perhaps a token carrier or two) for example. Or the all Hero/Explorer Tau fleet (with Orca/FC fillers). How about the trip Daunt + Emp 750 pt IN fleet? I'm sure all these are comptetitive fleet lists that would likely destroy any newbie.

The point here being solely that encouraging newcomers to the game is something that veterans should take on board, and if they decide to be ultra competitive ... well, there's no stopping people being dicks.

One last thing on the topic of fluff. I often hear that "fluff shouldn't dictate rules" or some such. I completely disagree with this sentiment. According to the fluff we have a net stalemate occuring. No side can gain the upper hand to defeat the others. Therefore anything in the fluff can be balanced to represent this. In fact, this is what we have points for. It's not as though we're given a certain amount of raw resources, crew and shipyards and told to build as best you can and go out and conquer the galaxy. We're given points that are supposed to balance things. For example, I've always been of the opinion that a single Eldar ship should soundly defeat any IN/Chaos ship of equal displacement.

This would make the game terribly unbalanced if Eldar always won. So we have points, meaning that the Eldar are outnumbered (or at least out-displaced). Therefore balanced. If we gave 3 activated blackstone fortresses a super-shooty-mega-death-shot then ... so what? That's 2250 pts of boarding bait. Big deal.

In short, since the fluff has an established stalemate we can safely follow it at all times. Only if the fluff came up with a clear winner would we have to shy away in order to maintain a balanced game.



Hi Sigoroth :) Trying to keep your teal quotes is a pain so I'l just respond to everything here.  :D

The point here being solely that encouraging newcomers to the game is something that veterans should take on board, and if they decide to be ultra competitive ... well, there's no stopping people being dicks.
Absolutely right. Shame of it too, isn't it? Thankfully I haven't seen much of that here. Despite all the passionate disagreement, in sum it appears everyone here really is trying to propogate the game, which in the end is good for everybody. Don't worry Sig, I know you still hate me. I'm good with it. :D

One last thing on the topic of fluff. I often hear that "fluff shouldn't dictate rules" or some such. I completely disagree with this sentiment. According to the fluff we have a net stalemate occuring. No side can gain the upper hand to defeat the others. Therefore anything in the fluff can be balanced to represent this. In fact, this is what we have points for. It's not as though we're given a certain amount of raw resources, crew and shipyards and told to build as best you can and go out and conquer the galaxy. We're given points that are supposed to balance things. For example, I've always been of the opinion that a single Eldar ship should soundly defeat any IN/Chaos ship of equal displacement.
This is actually a completely valid assessment so let me tell you what I meant. What I meant is that fluff should be WRITTEN to rules instead of vice-versa. BFG (and WH40k in general for that matter) isn't the only game system guilty of writing expansive fluff that can't possibly be supported in actual gameplay. This is especially difficult for WH40k based games in particular because it has such a rich and evolved storyline, the game as a whole has just about become secondary to its own fluff. This is the biggest part of the problem with all things GW as of late: the storyline as intellectual property has become more valuable a commodity than the game system it was supposed to support. That would normally be okay, but it's not a good thing ever since GW went public and is now run by the suits, but that’s just me (see Horizon, I didn’t say “beyond the scope…” well, you know…).  ;)

I’m listening, and I want this to be right, which is the big reason why we’re shy on pulling the trigger on the Errata/FAQ. I will be playing all-NC fleets against Tau, Chaos and Orks this weekend. I’ll tell you all how it goes.

- Nate

Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline Admiral_d_Artagnan

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Re: Nova Cannon limitations
« Reply #61 on: November 10, 2010, 12:52:11 PM »
I’m listening, and I want this to be right, which is the big reason why we’re shy on pulling the trigger on the Errata/FAQ. I will be playing all-NC fleets against Tau, Chaos and Orks this weekend. I’ll tell you all how it goes.

- Nate

Play using those fleets against an all NC fleet as well.

Offline lastspartacus

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Re: Nova Cannon limitations
« Reply #62 on: November 10, 2010, 01:02:36 PM »
By 6 at 45 I meant an upgrade from  the 4, Admiral.

Offline flybywire-E2C

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Re: Nova Cannon limitations
« Reply #63 on: November 10, 2010, 01:35:22 PM »
I'm personally in-favor of no limitations.  I've never played against 6 NCs in 1500 points, but I've played a number of games against 4 in 1500 and 1250 points on a 180x120cm table (I suppose this is inline with the 2 per 750pts).  It simply forced me to chose AAF over other SOs to close fast, denying my Chaos fleet it's long range lance advantage.  But once in so close, the IN fleet always suffers without Torps.  My local IN player just gave up on the strategy when I adjusted my fleet tactics accordingly.

With terrain and thoughtful setup, how was the IN player able to even get so many shots off each turn during the game you watched?  I'm also curious why it took 3 turns for the opponent to close.

Russ



Excellent question. The gaming tables at this particular place in Atlanta are glorious! Getting off subject, in this same place one of the largest 15mm-scale classical warfare battles ever played ANYWHERE was going on, with about 10,000 models or so on tables linked together the better part of 100 feet across (this is a big place). Anyway, I only caught the tail end of that battle, but I will give you an abridged BatRep of a similar situation I saw at Campaign Headquarters in Norfolk, VA, because they have really big tables at this place as well. Because of the huge tables, even with randomly rolled celestial phenomena, there were enormous fire lanes and lots of empty space. The Chaos player went first and had a lot of carriers but was not using his ships effectively, and NC guy subsequently used the first turn to move full distance to try and get into NC range (the tables are that big). 

This brings up the NC nerfing. One big POSITIVE change that happened with NC's is that they now fire per-ship instead of all at once. It's important because that was a factor for this game. The first NC round actually managed to score three hits (with two crits) on a cruiser, but I admit that was just a very lucky roll. However, that freaked out the Chaos player, which the NC player used to his advantage very effectively by dropping NC markers one at a time on different cruisers, each time watching the Chaos player brace even though only one other NC shot actually scored a dead-on hit and even then only dropped BM's. For turn two the Chaos player couldn't AAF because most of the fleet was braced, but he didn't need to reload because the ordnance markers by this time weren't even halfway across the table, and the NC player ignored them despite not having ordnance superiority. teh NC player then stacked rounds sequentially, dropping them one by one on the damaged ship until it died despite being braced (it took four rounds to do this IIRC), with the last two rounds dropped on a second carrier to force it to brace even though it ended up only taking one hit.

This brings up yet another point. Like every other weapon system in the game, NC's singly or in pairs do very little, but a LOT of them are exceedingly powerful and will kill ships quickly. WB's and lances do the same thing, but only NC's are capable of this at 120cm, which is why the 3D6 scatter was introduced at range and is not being changed.

For turn three Chaos finally managed to reload two carriers, and his ordnance from Turn 1 finally reached the Imperial gun line, but once again the Chaos player didn't concentrate his ordnance (unsuccesfully trying to make the NC player brace multiple ships) so the NC player came off pretty light despite not bracing anything, though his fighters had something to do with this despite not having anything aproaching parity. Very smart fighter use by the NC player- he chopped markers out of individual waves instead of trying to wipe out one or two waves entirely, forcing all the bomb runs to be piecemeal and ineffective. The NC player once again dropped three rounds on the ship that took one hit, and that ship ended up dying despite being braced for two of the three rounds. Three more rounds were dropped on a third carrier, which ended up getting crippled despite being braced.

By turn four NC's became less effective because the Chaos player finally connected some brain cells and started using celestial phenomena to his advantage, though admittedly it was only then he was close enough to an asteroid field to use it effectively. Afterward the game was pretty normal, but the damage was already done.

I'm leaving some of the details out (mostly due to senility!), but that's the gist of the BatRep, and I've heard similar stories against players that are actualy pretty experienced. I'm going to be honest- this never came up before because in the circles I frequent, we just never mass NC's this way. Orks and Tau in particular come off badly against massed NC's, which is why these are the fleets I'll be playtesting this weekend against an NC-only fleet. I don't have enough Dominators to do it Sigoroth-style so I'll have to proxy this with Lunars and Tyrants. Tyrants in particular, since Sigoroth loves them so much!  ;)

- Nate
Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline horizon

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Re: Nova Cannon limitations
« Reply #64 on: November 10, 2010, 06:56:01 PM »
So..... because said Chaos player lost sense and tactics the NC should see a nerve to avoid massed NC fleets?

That in itself is enough reason to teach that Chaos players some tactics lessons.  Not to ammend the rules so he can win with crap tactics.


Offline Caine-HoA

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Re: Nova Cannon limitations
« Reply #65 on: November 10, 2010, 07:39:24 PM »
Pls can all the players who DONT agree to a 2 per 750 restriction write down thier usual fleet lists. Maybe we then see on what point ranged there even are any problems.

I mean are you really playing only nova cannons in your usual lists? For example if you even think about taking an Emperor and some escorts it maybe would already be enough points that the restiction wont even matter.

Offline Mazila

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Re: Nova Cannon limitations
« Reply #66 on: November 10, 2010, 08:19:51 PM »
I am a mainly a chaos player and we generally play 1000 games. Typically i face 1 or 2 novacanons at moste since our metagame limits them anyway. Generally I face a Mars cruiser or a couple of dominators or AM cruisers with novas.

Offline Admiral_d_Artagnan

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Re: Nova Cannon limitations
« Reply #67 on: November 10, 2010, 08:27:10 PM »
Caine: I play a lot of lists and if ever I do decide to bring NCs, I will always try to bring 2 or more but not necessarily all NC ships. If I do bring an Emperor, I usually bring torp ships so that I can dilute the opponent's focus on the AC. One can still fit a lot of NCs in the right size game though but I find it is better to add torp ships or Dauntless to support it. I have played the all NC list. Really, they're not that great. During that game, I missed a lot though some shots did do more than their fair share of damage. But in the end, the Dominator's WBs were the most telling factor one the game got under 30 cm.

Nate: As with Horizon, I see this as an overreaction on your part.
1. Chaos player is new.
2. Chaos player got scared with the lucky first NC shot.
3. Chaos player BFI'd all his carriers thereafter.
4. Only ONE NC shot hit dead on.
5. Chaos player did not make full use of phenomena.

Hardly a resounding endorsment on why the NC should be nerfed further by limiting it.
« Last Edit: November 10, 2010, 08:29:04 PM by Admiral_d_Artagnan »

Offline RCgothic

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Re: Nova Cannon limitations
« Reply #68 on: November 10, 2010, 08:32:00 PM »
I normally have 2 in my list - adding more takes up torpedoes and points I'd rather have.

But I still strongly object to limiting them. It seems like someone has arbitrarily decided that Novas are broken without really providing any evidence that they are. And if we're going to start nerfing powerful lists, are we going to prevent Hero/Explorer, All-nightshade, double Emperor and all-Scythe lists too, just because unscrupulous vets can unleash them on unsuspecting noobs? Come on, this is being blown massively out of all proportion to the effectiveness of the list in question.

If I wanted to, I could smack down a total noob using an all Endeavour/Defiant list. You aren't going to stop veterans annihilating noobs if they want to. Most of us realise that you need to teach noobs, and not put them off in their first games. Those vets that don't realise that don't deserve opponents.
« Last Edit: November 10, 2010, 09:06:20 PM by RCgothic »

Offline horizon

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Re: Nova Cannon limitations
« Reply #69 on: November 10, 2010, 08:58:35 PM »
Agreed. I call a limit on the Explorer/Hero combo and only 3 Nightshades per 500pts....

Offline Mazila

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Re: Nova Cannon limitations
« Reply #70 on: November 11, 2010, 07:49:36 AM »
Novas have only one main problem - they are too random. They can do nothing or they can win a game. And it kills all tactics straight away because when there are lots of NC you can no longer do some interesting manuvers and are forced to break distance.

Quote
But I still strongly object to limiting them. It seems like someone has arbitrarily decided that Novas are broken without really providing any evidence that they are. And if we're going to start nerfing powerful lists, are we going to prevent Hero/Explorer, All-nightshade, double Emperor and all-Scythe lists too, just because unscrupulous vets can unleash them on unsuspecting noobs? Come on, this is being blown massively out of all proportion to the effectiveness of the list in question.

Actually this is what we do ))))) If I see a player setting up smth like that or firing torps at his own hemloks to get brace I will just go "Ok, you win! Great game!" since i value my time and want to see interesting games. If i wanted powergames or sportwargaming i would play 40k ))))))

Offline Zelnik

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Re: Nova Cannon limitations
« Reply #71 on: November 11, 2010, 08:58:21 AM »
Hey Mazila

Here is my "Don't support the limitation list"

2 overlords (1 with an ld8 commander)
2 Lunars (no nova cannons)
2 Dictators
1 Gothic


Not a single nova cannon.

Why aren't they winning in tournaments? because tournament players tend not to be dicks :D

Also, Necrons don't win much either. Usually it's Tau or Nids that sweep tournaments.

Offline flybywire-E2C

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Re: Nova Cannon limitations
« Reply #72 on: November 11, 2010, 08:50:59 PM »
Caine: I play a lot of lists and if ever I do decide to bring NCs, I will always try to bring 2 or more but not necessarily all NC ships. If I do bring an Emperor, I usually bring torp ships so that I can dilute the opponent's focus on the AC. One can still fit a lot of NCs in the right size game though but I find it is better to add torp ships or Dauntless to support it. I have played the all NC list. Really, they're not that great. During that game, I missed a lot though some shots did do more than their fair share of damage. But in the end, the Dominator's WBs were the most telling factor one the game got under 30 cm.

Nate: As with Horizon, I see this as an overreaction on your part.
1. Chaos player is new.
2. Chaos player got scared with the lucky first NC shot.
3. Chaos player BFI'd all his carriers thereafter.
4. Only ONE NC shot hit dead on.
5. Chaos player did not make full use of phenomena.

Hardly a resounding endorsment on why the NC should be nerfed further by limiting it.

Hi Admiral! I just wanted you to know this wasnt' exactly a knee-jerk reaction. It is something the HA's were already discussing due to this coming up every now and again, but none of us actually saw it as a problem only because we had no idea anyone was actually trying to use NC's this way. I've only seen in once before last week (besides "challenge" games between my son and I), and it was really bloody. The fact that someone pushed the fleet on the table against his opponents wishes just because it was legal and then whalloped him with it convinced Bob and I maybe it actually was a problem.

The biggest lesson Bob and I took away is that while most people are gentlemen and just apply simple logic, we can't rely on EVERYONE to be gentlemen on the tables, especially when tourneys, prizes, etc. become a factor. Most of the comments here are along the lines of NC's are limited by the players themselves. If players are deciding themselves to limit a weapon system, that either means its broken, its too cheap or too easy to have. Changing the mechanic (broken) or price (too cheap) is more difficult to do at this juncture than simply limiting it (too easy to have) in a fleet.

Sigoroth brings up a good point- even without the NC, the Dominator is a pretty cool ship to have. This is something we will probably have to address separately. In the long term, the NC will probably need to be adjusted, because Sigoroth is also correct in saying that as time goes on this weapon will inevitably become more common, as was already happening during the Gothic War. Before we do ANYTHING like that, some more playtesting will have to be done. Stuff like this is why we're not rushing with teh 2010 Errata/FAQ. This way it can be right.

My son and I started our first all-NC test battle against Chaos last night and will be wrapping it up today. Anyone have any particular suggestions they would like to see in the Chaos test fleet for our second battle? I'd also like test fleet suggestions for Orks and Tau, which will be test battles #3 and 4. For sake of numbers, the 1500-point Imp fleet will consist of 5 Dominators and 2 Mars, only because 7 Dominators leaves me 170 points shy, which is too little to field an 8th NC ship under 1500 points in any case.

- Nate
Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline horizon

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Re: Nova Cannon limitations
« Reply #73 on: November 11, 2010, 09:01:41 PM »
Chaos fleet 1:
Desolator
2x Acheron
2x Carnage
2x Devestation

Chaos fleet 2:
1x Styx + 2x Devestation
1x Hades + 3x Murder

Chaos fleet 3:
Desolator
Styx
2x Carnage
Slaughter
6x Infidel
3x Iconoclast

Tau fleet 1
3x Explorer
2x Hero
9x Orca
3x Defender

Tau fleet 2
1x Custodian
3x Warden
3x Protector
1x Emissary
6x Castellan

Orks fleet 1:
Max out Terror Kroozers, Deathdela

Orks fleet 2:
Hulk, Roks, escorts

I may not be exact on 1500pts...

You're sportmanship comment: this will allways exist.

The best would be if all players would be fluff players, not following exact fluff but at least trying to come up with a fluffy fleet.



Offline Admiral_d_Artagnan

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Re: Nova Cannon limitations
« Reply #74 on: November 11, 2010, 09:15:54 PM »
Hi Admiral! I just wanted you to know this wasnt' exactly a knee-jerk reaction. It is something the HA's were already discussing due to this coming up every now and again, but none of us actually saw it as a problem only because we had no idea anyone was actually trying to use NC's this way. I've only seen in once before last week (besides "challenge" games between my son and I), and it was really bloody. The fact that someone pushed the fleet on the table against his opponents wishes just because it was legal and then whalloped him with it convinced Bob and I maybe it actually was a problem.

So, did you also have an idea of how people were using the all Nightshades fleet and Explorer/Hero combos? My point of a knee jerk reaction is it's not a problem because it's a broken fleet. The problem was the player. He freaked out instead of thought things out.

The biggest lesson Bob and I took away is that while most people are gentlemen and just apply simple logic, we can't rely on EVERYONE to be gentlemen on the tables, especially when tourneys, prizes, etc. become a factor. Most of the comments here are along the lines of NC's are limited by the players themselves. If players are deciding themselves to limit a weapon system, that either means its broken, its too cheap or too easy to have. Changing the mechanic (broken) or price (too cheap) is more difficult to do at this juncture than simply limiting it (too easy to have) in a fleet.

And yet I have not seen an all NC fleet win any tourneys. Have you? People are limiting the weapon not because it's overpowered but because other players think it's overpowered when clearly it is not broken. Other players will then think badly of the NC toting player instead of just learning to deal with it.

As many here have attested, the all NC list is not broken. Cheap is relative since only one list can reall y spam it and since it is relative, easy access is as well. You don't need to change the mechanic esp since it is broken in the sense that it is an unreliable weapon and not an overpowering one. The price isn't cheap since 190 points isn't really cheap. The best thing you can do is LEAVE IT ALONE until you can come around to revising it which really shouldn't be difficult if you really wanted to change the mechanic.

Sigoroth brings up a good point- even without the NC, the Dominator is a pretty cool ship to have. This is something we will probably have to address separately. In the long term, the NC will probably need to be adjusted, because Sigoroth is also correct in saying that as time goes on this weapon will inevitably become more common, as was already happening during the Gothic War. Before we do ANYTHING like that, some more playtesting will have to be done. Stuff like this is why we're not rushing with teh 2010 Errata/FAQ. This way it can be right.

So do not rush into limiting the NC. You got your conclusions from one game which is not a true test of what is broken. Shame on the vet for doing so but it shouldn't have affected your decision. Until you can prove that the all NC fleet is really that dominating, you shouldn't put limits.

The point of coolness of the Dominator is besides the point. We are addressing the NC.

My son and I started our first all-NC test battle against Chaos last night and will be wrapping it up today. Anyone have any particular suggestions they would like to see in the Chaos test fleet for our second battle? I'd also like test fleet suggestions for Orks and Tau, which will be test battles #3 and 4. For sake of numbers, the 1500-point Imp fleet will consist of 5 Dominators and 2 Mars, only because 7 Dominators leaves me 170 points shy, which is too little to field an 8th NC ship under 1500 points in any case.

- Nate


Only one to two test battles per race? Play at least at least 6 games for each race. You take the all NC fleet in at least half and you go up against the all NC fleet in the other half. One off games are not indicative of the results.